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Old 2011-09-12, 10:12 AM   [Ignore Me] #1
Draep
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Field/Mobile Spawn Points


With the AMS gone, I hear spawn points are now going to be squad leaders and galaxies. I was wondering if a ground transport vehicle would get the same benefits as the galaxy. I think this is a really neat idea that would make ground transports and galaxies very valuable on the battlefield and negates the need for an AMS driver, who has to separate himself from the infantry somewhat and vehicle drivers.

Then again a lot of people really like the AMS and I wouldn't see the harm of including it.
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Old 2011-09-12, 10:17 AM   [Ignore Me] #2
Surge72
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Re: Field/Mobile Spawn Points


I see no need to allow repawn in ground transport vehicles with the Galaxy allowing it. What would ground transports bring that the Galaxy wouldn't?

While the AMS has gone, its role is still there, only this time filled by the Galaxy. I can imagine Galaxies landing in strategic / tactical places to be used as a forward base, just as AMS'es are used now.
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Old 2011-09-12, 10:47 AM   [Ignore Me] #3
basti
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Re: Field/Mobile Spawn Points


Originally Posted by Surge72 View Post
I see no need to allow repawn in ground transport vehicles with the Galaxy allowing it. What would ground transports bring that the Galaxy wouldn't?

While the AMS has gone, its role is still there, only this time filled by the Galaxy. I can imagine Galaxies landing in strategic / tactical places to be used as a forward base, just as AMS'es are used now.
Oh, didnt think of that. Landing them, instead of having them hover and be raining men. That may actually be the case, and thats prolly better than the ams. First of all, its faster to get a AMS somewhere this way, and also this removes a vehicle that had no other role than letting people spawn.
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Old 2011-09-12, 10:59 AM   [Ignore Me] #4
Draep
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Re: Field/Mobile Spawn Points


Though of course we don't know, I think the Galaxy will be more along the lines of the raining men idea, which is why I think ground transports should have a similar ability. I wonder if you would be able to spawn in the same vehicle as a well certed commander regardless of the vehicle type?

Not forcing the gal to land would speed up gameplay and give the gal a good reason to provide a support role with the guns. Also, ground transports have their advantages over the galaxy.
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Old 2011-09-12, 11:17 AM   [Ignore Me] #5
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Re: Field/Mobile Spawn Points


Originally Posted by Draep View Post
Though of course we don't know, I think the Galaxy will be more along the lines of the raining men idea, which is why I think ground transports should have a similar ability. I wonder if you would be able to spawn in the same vehicle as a well certed commander regardless of the vehicle type?

Not forcing the gal to land would speed up gameplay and give the gal a good reason to provide a support role with the guns. Also, ground transports have their advantages over the galaxy.
I think that idea would be imbalanced due to the mobility and firepower of ground transport. The thing about the AMS is it was slow and cumbersome with only passive defenses. Imagine a squad of deliverers just screaming around a base at top speed littering soldiers as exhaust. It would be very hard for the other side to take down that kind of mobile platform. The only thing I could see is if the vehicle was standing still and deployed of some sorts.
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Old 2011-09-12, 11:25 AM   [Ignore Me] #6
Sentrosi
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Re: Field/Mobile Spawn Points


I hope that it's not going to be me orbiting an enemy SOI. I'm hoping is that I have to travel back to a friendly SOI and the troops are 'uploaded' into the Galaxy for me to drop them off.
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Old 2011-09-12, 02:14 PM   [Ignore Me] #7
DviddLeff
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Re: Field/Mobile Spawn Points


Sunderer or equivalent is a much smaller target than a gal, giving it an immediate advantage in that respect.
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Old 2011-09-12, 03:40 PM   [Ignore Me] #8
Crator
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Re: Field/Mobile Spawn Points


I'm an avid AMS driver so I will miss it. No one has listed the benefits of the AMS over the new PS2 GAL:

You could be fairly covert with the AMS since it was on the ground and could deploy it quickly to cloak it. You were on the ground so you could choose routes that would allow you to avoid the enemy easily.

With the PS2 GAL all up in the air and stuff, not sure how you could do those thing that the AMS could do on the ground.
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Old 2011-09-12, 04:20 PM   [Ignore Me] #9
Lonehunter
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Re: Field/Mobile Spawn Points


I will miss the AMS. It was a true symbol of PS's flexibility. If the next base over was captured and you where waiting at your base's tower, setting up CE, what ever to get ready. Aside from the general direction of the next base you had no idea where the infantry would come from, some hidden spawn piont over the hill, through the trees, or across a lake?

I really hope there is some kind of ground equivalent to the Galaxy. I imagine something like a Sundy. Slow, high armor, bigger cloak bubble, but can spawn MAXs.
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Old 2011-09-12, 05:51 PM   [Ignore Me] #10
BorisBlade
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Re: Field/Mobile Spawn Points


Dont forget they are really gettin into that horrible squad spawning bs where you magically appear next to any squadmate, with your wizard hat in hand, and mounted on a unicorn. Cause why use strategically placed vehicles for tactics when you can do god awful ideas from other games that dont play at all like PS.

They seriously should bring the AMS back, gives you a ground and air mobile spawn point, each with ups and downs. And obviously drop the lame magic fairy squad spawn bs.
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Old 2011-09-12, 06:00 PM   [Ignore Me] #11
Graywolves
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Re: Field/Mobile Spawn Points


Originally Posted by BorisBlade View Post
Dont forget they are really gettin into that horrible squad spawning bs where you magically appear next to any squadmate, with your wizard hat in hand, and mounted on a unicorn. Cause why use strategically placed vehicles for tactics when you can do god awful ideas from other games that dont play at all like PS.

They seriously should bring the AMS back, gives you a ground and air mobile spawn point, each with ups and downs. And obviously drop the lame magic fairy squad spawn bs.
Wizard staff, this isn't harry potter, we're in battle and the staff is far more viable.
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Old 2011-09-12, 06:37 PM   [Ignore Me] #12
Draep
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Re: Field/Mobile Spawn Points


I thought infantry squad spawning would require a hart like drop pod, not magic
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Old 2011-09-12, 06:42 PM   [Ignore Me] #13
NapalmEnima
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Re: Field/Mobile Spawn Points


Originally Posted by Draep View Post
I thought infantry squad spawning would require a hart like drop pod, not magic
Yep. That's what I heard as well.

Magic? "Any sufficiently advanced technology" and all that.

Nerd's Corollary: "Any technology distinguishable from magic is insufficiently advanced"
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Old 2011-09-12, 06:45 PM   [Ignore Me] #14
Talek Krell
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Re: Field/Mobile Spawn Points


It does use a drop pod, but why let information get in the way of complaining eh?

I will compose my thoughts better shortly.

Last edited by Talek Krell; 2011-09-12 at 10:38 PM.
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Old 2011-09-12, 10:38 PM   [Ignore Me] #15
Talek Krell
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Re: Field/Mobile Spawn Points


If Gals are going to be spawning troops then I think it's probably necessary for ground transports to have the ability as well so that both forms of transport are viable options. Assuming that both the Deliverer and Sunderer appear in PS2, I see the 3 transports filling a unique niche. This isn't gonna be short, so if you want the quick version then try skimming the headers.



Galaxy
Role: Air mobile troop deployment

Pros:
Mobility
Unusual deployment options

Cons:
Highly visible
Unremarkable armor

The Galaxy is the only transport with the ability to spawn troops on the move, and can drop those troops into areas of a base that would otherwise be unreachable. An airborne Gal is easy to spot however and has only moderate armor and poor maneuverability, making it a juicy target in enemy airspace.

Ground Transports
To prevent the issue that Killerobe brought up, ground transports must deploy before they can spawn troops.

Sunderer
Role: Siege Engine

Pros:
Heavy armor
Heavy weaponry
Protective equipment

Cons:
Terrible agility and acceleration
Obvious target

Only slightly more subtle than a thermonuclear device, the Sunderer is a modern siege engine. It is slow to accelerate and difficult to maneuver, but once it's moving it can plow through most obstacles, including any MBTs unfortunate/desperate enough to be between the transport and it's destination. It has heavy armor on all sides, allowing it to absorb significant amounts of fire from multiple directions. It has a large number of mounting points and a variety of available weapons, including heavy cannons, HMGs, and heavy AA guns. Module options are mostly defensive or disruptive, such as an EMP generator to clear minefields and disable enemy vehicles and a shield generator that creates a shield dome around the vehicle when it has deployed allowing troops time to get their bearings under fire.

Deliverer
Role: Unconventional warfare

Pros:
Small and agile
Amphibious
EWAR equipment

Cons:
Lightly armored
Unable to spawn MAX units

Where the Sunderer uses brute force, the Deliverer uses finesse and flexibility. It's agility and speed allow it to outrun most enemies it can't fight, and it's amphibious nature and powerful engine allow it to traverse terrain that other vehicles might find difficult or impossible. It has only a couple of hardpoints and can use only light weaponry such as MGs and mortar launchers, intended only to ward off single opponents and support advancing troops. It's module options are it's most indespensible feature and include advanced sensor and sensor jamming equipment as well as a cloaking bubble inherited from the AMS design.



TLDR: Skim the pros and cons and you'll get the general idea.
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